My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Electro Wizard Inferno Dragon Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Royal Recruits Balloon Electro Wizard Inferno Dragon Little Prince

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Recruits Balloon

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Recruits Balloon

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Balloon Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Royal Recruits Balloon Inferno Dragon
Giant Snowball
Royal Recruits Balloon Inferno Dragon Little Prince
Zap
Balloon Inferno Dragon Little Prince
Barbarian Barrel
Tesla Royal Recruits Electro Wizard Little Prince
The Log
Royal Recruits Little Prince
Earthquake
Tesla
Arrows
Royal Recruits Little Prince
Royal Delivery
Royal Recruits Balloon Electro Wizard Inferno Dragon Little Prince
Fireball
Tesla Balloon Electro Wizard Inferno Dragon Little Prince
Poison
Royal Recruits Balloon Electro Wizard Little Prince
Lightning
Tesla Balloon Electro Wizard Inferno Dragon Little Prince
Rocket
Balloon Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Royal Recruits Inferno Dragon

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Arrows Little Prince Tesla Electro Wizard Inferno Dragon Balloon Royal Recruits

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 The Log Arrows Little Prince Tesla

Attack Synergies 1 5

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Arrows
Balloon
Tesla
Royal Recruits
Electro Wizard
Balloon
Arrows The Log Electro Wizard Little Prince
The Log
Balloon Little Prince
Electro Wizard
Royal Recruits Balloon
Inferno Dragon
Little Prince
Balloon The Log

Defense Synergies 1 11

Arrows
Tesla Little Prince
Tesla
The Log Arrows Electro Wizard Inferno Dragon Little Prince
Royal Recruits
The Log
Balloon
The Log
Tesla Royal Recruits Electro Wizard Inferno Dragon Little Prince
Electro Wizard
Tesla The Log Inferno Dragon Little Prince
Inferno Dragon
Tesla The Log Electro Wizard
Little Prince
Arrows Tesla The Log Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Tesla Royal Recruits The Log Electro Wizard
Inferno Dragon Tesla Royal Recruits The Log Electro Wizard
Tesla Royal Recruits Electro Wizard Inferno Dragon
Tesla Royal Recruits Inferno Dragon Electro Wizard
Arrows Royal Recruits The Log
Arrows The Log Tesla Electro Wizard
Tesla Electro Wizard Inferno Dragon Arrows Little Prince
Arrows Tesla Royal Recruits The Log Electro Wizard
Tesla Inferno Dragon Royal Recruits
Tesla Royal Recruits Electro Wizard Little Prince
Electro Wizard Arrows Tesla Royal Recruits The Log
Arrows Tesla Inferno Dragon Electro Wizard
Tesla Royal Recruits The Log Electro Wizard
Arrows Tesla Royal Recruits The Log Electro Wizard
Royal Recruits Inferno Dragon Tesla Electro Wizard
Tesla Royal Recruits The Log Electro Wizard Inferno Dragon
Tesla Arrows Royal Recruits Electro Wizard
Arrows Tesla Royal Recruits The Log Electro Wizard Little Prince
Arrows The Log Tesla Royal Recruits Electro Wizard Inferno Dragon Little Prince
Tesla Royal Recruits Electro Wizard Inferno Dragon
Royal Recruits Arrows Tesla The Log Electro Wizard Little Prince
Tesla Inferno Dragon

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Royal Recruits Tesla Electro Wizard
Electro Wizard Arrows Tesla The Log Inferno Dragon
Royal Recruits The Log Electro Wizard
Royal Recruits Tesla The Log Electro Wizard
Royal Recruits Tesla Inferno Dragon
Arrows Tesla Electro Wizard
Royal Recruits Tesla Electro Wizard
Tesla Royal Recruits Inferno Dragon
Royal Recruits Electro Wizard The Log Inferno Dragon
Royal Recruits Tesla Inferno Dragon
Inferno Dragon Tesla Royal Recruits
Royal Recruits Arrows The Log Electro Wizard
Royal Recruits Tesla
Royal Recruits Tesla
Tesla Royal Recruits Electro Wizard The Log Inferno Dragon Little Prince
Arrows Tesla Royal Recruits The Log Electro Wizard Inferno Dragon
Arrows Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Royal Recruits The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Royal Recruits The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Electro Wizard
Arrows Royal Recruits The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows Royal Recruits The Log
Arrows
Arrows The Log Electro Wizard
Arrows The Log Little Prince
The Log
Arrows
The Log
Arrows Royal Recruits The Log
Arrows The Log Little Prince
Inferno Dragon
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard Little Prince
Electro Wizard
Arrows The Log
Arrows Electro Wizard
Arrows The Log
Electro Wizard Royal Recruits
Arrows Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log
Arrows
Royal Recruits
Royal Recruits The Log Electro Wizard
Electro Wizard
Royal Recruits The Log Electro Wizard Little Prince
Inferno Dragon

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